Ad Gallia

An Ancients Variant for OTR

by Paul Koch and Roger Wells

Some years ago Dick Bryant, our beloved editor, encouraged me to come up with an ancients variant using the "On To Richmond" play mechanics. Well, I never got around to it until a number of things happened. I got into a nasty argument with Kruse Smith at Origins 86. If Kruse ever reads this I wish to apologize to him for any offense. He was engaged in refereeing the WRG tournament and that is the most thankless job in wargaming. I am sorry for any additional frustration I might have caused. In addition I got two ready-painted armies of Greek Successor States as a present from my longtime buddy Mike Guth.

Finally the ESCI Gauls and Romans were released. That coupled with the reality that I was not capable of penetrating the turgid prose of the WRG editions led me to do something.

I have therefore at long last come up with an Ancients variant for OTR. I have however retained the WRG basing system knowing full well that nearly all ancient gamers have their armies so mounted. Try this one out - it has been f un for us sunbaked Californians who can't quite manage the WRG eccentricities and complexities.

These humble rules make no claims for completeness in the vast ancient scene. They were designed for Romans and Gauls with some late Greek Successor States thrown in because those were the troops we had to play with. it is not by chance that these are available in plastic too. If any readers have ideas for different armies of the ancient period please share them with us. By the way when we refer to "Gauls", we mean generic hairy barbarian types.

ORGANIZATION

While basing is on WRG, 6cm wide stands, we gather the stands into standard six to eight-stand units of horse and foot as in OTR. This gives a nice visual look to the units, and fits the rules nicely.

OPERATIONS

As in the rest of this variant anything not stated is as found in the OTR rules. Horse archers and mounted javelin men, etc., may move 1/2, fire, and then move/2. Likewise elephants, archers and slingers may full move and fire.

Units are divided not by division but by more ad hoc wings and subgroupings. In regular armies this should amount to about 3 to 5 groupings each on a card. Barbarian armies each unit, or at most 2, should have its own movement card. The rest of the sequence is as in OTR.

COMBAT VALUES (CV) & QUALITY

Leaders and troops are graded as in the Union chart, but feel free to make up your own based on historical understanding. Infantry and Cavalry are graded by weight as well as experience. Chart as follows:

InfantryLightMediumHeavy
Green2CV3CV4CV
Regular3CV4CV5CV
Veteran4CV5CV6CV
Elite5CV6CV7CV
InfantryLightMediumHeavy
Green4CV5CV6CV
Regular5CV6CV7CV
Veteran6CV7CV8CV
Elite7CV8CV9CV

MOVEMENT

Formations and movement are quite changed as one might guess. Here is a new set of formations:

FORMATIONCavInfCOMMENTS
March Column20"12"Stands one behind the other CV of 0 if meleed.
Line12/24"6/8"Stands abreast.
Phalanx-9/9"No special movement; +1 in melee vs line.
Wedge12/18"9/9"No special movement; +1 in melee vs line or phalanx.
Pincer12/18"9/9"No special movement; +1 in melee vs wedge.
Testudo-6/6"Roman infantry only; no special movement; proof against missiles.
Schiltron-3/3"No special movement; no flanks; +2 in melee against cavalry only.

Modifiers:

    Light Infantry+2"; Heavy Infantry-2"; Light Cavalry +3"; Heavy Cavalry-3". Gauls move as Lights but fight as Mediums until they lose their first melee; fight as Lights thereafter.

FIREPOWER

Units of javelin men, slingers and archers are classified as missile troops and fire 2 stands deep. They may fire and full move. They may retreat if attacked, one full move, this being their move for the following turn; if caught by pursuers, the attacker's melee score will be doubled. Romans are combat infantry but also may hurl pila.

WEAPONRANGE
Javelin6"
Pilum3"
Slings & Bows12"

FIRE RESULTS TABLE

Roll once per group of 6 stands firing. On a modified die roll of:

    0-4 Lose 1 stand
    5-7 Receive morale marker
    8+ No effect

MELEE

A couple of new modifiers need to be added:

    Pike armed +1
    Gaulic Charge +2 (used until unit loses a melee, then 0)
    Missile troops in melee -1 vs infantry, -2 vs cavalry

MORALE

A new morale chart is needed. One for regulars and one for barbarians.

RegularsRollBarbarians
rout00-04rout
wd-205-14rout
wd-115-19wd-2
stand20-24wd-2
deploy25-29wd-1
1/2speed30-34deploy
45 right35-39stand
45 left40-4445 right
ne45-4945 right
ne50-5945 left
ne60-79ne
ne80-89advance
advance90-94revenge
revenge95-99 revenge

Modifiers:

    Lights -5
    Heavies +5
    Barbarians victorious in melee +10

ELEPHANTS

These beasties are included mostly because I like to paint them:

TypeCVMovementMelee
Light Elephant1612"+1 vs cav
Heavy Elephant209"+1 vs cav

They have a missile roll: 0=1 stand lost; 1,2=morale hit.
Like artillery in OTR they require 2 hits to kill.

WAR ENGINES

These come in two weights and types; stone throwers and bolt throwers in both light and heavy varieties. As in OTR artillery, they take 2 hitsto kill.

ItemMovementRangeComment
Light Stone Thrwrs6" (3" & fire)9-21"May be fire overhead
Heavy Stone Thrwrs3" (0" & fire)9-15"May be fired overhead
Light Bolt Thrwrs6" (3" & fire)15"No overhead fire
Heavy Bolt Thrwrs3" (0" & fire)18"No overhead fire

FIRE TABLE
WeightKillMoraleModifier
Light0-12,3+1 vs Light Infantry,
Light Cav. and Chariots
Heavy0-23-5

CHARIOTS

Light chariots move, fire and fight as light cavalry in line and column formations only. Heavy chariots move, fire and fight as medium cavalry. They may also full move and fire of move 1/2, fire, and move 1/2.


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